Welcome to the Point's Rose page.

The Rose: Council of Guardians is a fantasy role playing game similar to
games like Major Mud, Tele-Arena, Swords of Chaos and like many internet
MUD's. The Rose is not a traditional class-based system, instead you
begin life with a
disposition, or walk of life, (for example, warrior or priestly) which
influences
your aptitude to learn certain skills. As an adventurer in the land of
Corinthia, experience gains you levels of advancement and levels of
advancement gains you additional skill points which you distribute to
your different skills. Only when you have reach level 30, are you
allowed to choose a class, based on your walk of life.
At level 60 you become an initiate to the Council of Guardians. If you
haven't played the Rose, try it today!

In the Rose, there are six "Walks of life" to choose from when you start. Each walk determines
both what skills you will be best at, and which of two classes you will be able to Promote to. At level 30 you promote or "Assume" into a class.

The warrior caste is trained from birth to be proficient in all methods of
melee, martial, ranged and mounted combat. The average warrior has a difficult
time learning the magical arts such as spellcasting and alchemy. It is often
best to focus the warrior's talents in the areas of offensive, physical combat
and defense. Training in the areas of physical combat has left the warrior
caste stronger and healthier then the other walks of life. At the time of
assumption, warriors may choose either paladin or knight.

Wandering about the realms are many gypsies. The gypsies glean a meager living
selling small trinkets and services (legal and otherwise) to passing
adventurers and occasionally at bizaars within the town and city limits. The
gypsies are a wise and perceptive group of people but not well received. They
are often looked upon as thieves and con-artists because of their extremely
fast handed and fly by night nature. In The Rose - Council of Guardians,
gypsies make good thieving characters. At the time of assumption, gypsies may
choose either rogue or scout.

This intense study of defense manifests itself in an innate armor class and
defensive ability while they wear armors of courballi type or lighter.
Scholars, often abhoring the use of actual weapons find themselves acquiring
bonuses when using their hands in combat. Scholars are considered by many
players to be the most challenging walk of life to play. At the time of
assumption, scholars may choose either monk or loremaster.

Truth be known, the majority of adventurers in the realms are archtypical,
common, generic people. Their well roundedness is often a boon in these times
when one must be skilled in many things to survive the harshness of the Rose.
Archtypicals hail from all across the realm, and are as common as farmers,
bankers and stablehands. Archtypical humans are chosen by many players,
experienced and beginners alike, who are undecided as to which direction they
wish to progress with their player characters. At the time of assumption
archtypical characters may choose Ranger or Bard

Mages possess the greatest control over non-benevolent magicks of all other
walks of life. Trained from birth in the manipulation of the force of mana and
the energies of the world the only magical skill which they lack is that of the
Sphere of Life; an unwritten agreement leaving it to the hands of the holymen
(see also: priest). They are a physically weak caste and their non-magical
combat skills are often quite deficient. Despite their lack of physical
prowess, mages spend a good deal of time honing their defensive skills to aid
in their survival at lower, less powerful levels. Despite the immense
advantage a mage's usage of shield spells allows (damage reduction), they also
spend much of their time learning to defend themselves using only the bare
essentials. Mages gain an innate armor class as they travel through the
levels. Most mages do not last very long in the world of adventure but those
who do often rise to become very powerful, respected and wealthy. At the time
of assumption, mages may choose either archmage or necromancer.

Priests and other servants of the higher power find their salvation in the
worship of their respective deity. Quite often, they feel compelled to venture
forth and spread the word of their god about the realms so that others may also
learn of the salvation which is before them. Priests in Corinthia are for the
most part a wise and benevolent caste and often have a strong command of the
Sphere of Life and other healing oriented proficiencies. Many of these
missionaries, in preparation for what lies ahead, train themselves in the
rudiments of combat. Priests require the greatest amount of experience points
per level trained. At the time of assumption, priests may choose either bishop
or chirgeon.

Knights are the most powerful melee fighting class in the realms of Corinthia.
In assumption to the class of knight, a warrior commits himself to the steely,
yet monetarily rewarding life of the professional soldier. Employed by wealthy
landowners the knight is the protector of the lord who pays him best. Knights
gain the most hitpoints per level of all walks of life and classes and are
granted the strongest offensive combat penalties except in the area of hand to
hand combat where they often fall short. Indeed the knight is the master of
the blade and maul. It is rumored that knights gain the ability to attack
multiples targets during a single combat round.

Paladins are the holy warriors of the realms. In assumption to the class of
Paladin a being dedicates his heart, soul and blade to the cause of good (or
evil) and to the will of their deity. Paladins are very strong, gain many
hitpoints and are second only to knights in their melee weaponry attack
capabilities. It is rumored that Paladins gain the ability to stun their
opponents during battle.

Assumed from the gypsy walk of life, the rogue dedicates his life to the
acquisition of items and money that through less than honest means. An expert
pickpocket and the master of the acquisitioning skill, the rogue is to be
feared for its ability to steal critical pieces from your inventory slots. The
rogue class finds itself most at home in the hustle bustle of the paved streets
of major townships where it is most able to practice its trade.

Assumed from the gypsy walk of life, the scout dedicates much of his life to
espionage. An adept at tracking the movements of creatures across vast
distances, the scout is often called upon to work as a spotter during
assassinations. Acute perception, and fine tuned ranged combat training allow
the scout to engage in ranged combat with enemies which are across multiple
rooms of darkness through the use of a skill known as autoscanning.

Assumed from the scholarly walk of life, the monk dedicates his life to the art
of empty handed combat. The monks intense mental training, discipline and
knowledge of critical pressure points on the anatomy of all creatures makes him
a formidable enemy. His attacks move at blinding speeds and strike like the
hammer of Palapine. It is rumored that monks gain the ability to channel the
force of there attacks in such a fashion as to blow their opponents from the
room.

Assumed from the scholarly walk of life, the loremaster lives to for knowledge.
His ability to survive and prosper in the lands is dependant almost entirely
on his knowledge of the lore of the land (for example, bovinology,
destramantology). No time for melee weaponry, the loremaster defends himself
with his bare hands, his cunning and his raw intellect. Though not quite as
adept as the monk at empty handed combat the loremaster is a fair hand at
martial arts.

Assumed from the archtypical walk of life, the ranger is a rugged,
outdoors(wo)man. Spending much of his natural life in the confines of the
forest the ranger finds much comfort in the whiles of nature. The ranger is an
expert at hunting and surviving in the wilderness. From birth the ranger
develops strong ties to the animals of the lands. These strong ties develop
intense loyalties between ranger and creature and often the creature will
defend its master with its very life.

Assumed from the archtypical walk of life, the bard is a melodic fellow
preferring the stench of smoke, grime and cheap perfumes of an old musty tavern
to any other place in the realm. Adept at the art of melodic magicks, the bard
is able to conjure and create effects through the use of a musical instrument
or her voice. Been around the bush a few times, the bard picks up quite a bit
of knowledge about him and her and this and that. Though they prefer to make
love not war, they are reasonably well prepared for the sometimes inevitable
violent exit.

Assumed from the mage walk of life, the archmage is the sole proprietor of the
sphere of alchemy magicks. The archmage is often found concocting potions,
enchanting items and performing other alchemical mischief. It is not unusual
for an archmage to construct potions for the sole purpose of resale to other
beings (players and likewise) and often the most thriving businesses revolve
around the healing potion trade.

Assumed from the mage walk of life, the necromancer is the sole proprietor of
the sphere of necromancy magicks. Conjuror, manipulator, and adept of the
forces of chaos, disorder and death, the necromancer summons his power against
the force of life. So powerful in the forces of darkness are the necromancers
that they are able to tame the forces of the undead and twist them to his evil
will.

Assumed from the priestly walk of life, the bishop dedicates his life to
administering (sometimes painfully) the word of their deity upon the heathens
of the world. Differing from chirgeon in that they are more fighters than
healers, the bishop gains more offensive abilities. A holy avenger in his own
right, the bishop blends healing, magicks, combat and religion into a single
force capable of beating the word of his deity into even the most thick-skulled
monster.

Assumed from the priestly walk of life, the chirgeon (pronounced like surgeon)
dedicates every waking moment of his existence to the preservation of life.
Chirgeons walk with a constant protective aura about them calming all to
non-aggression. A valuable aid in times of pain and suffering the chirgeon is
often called upon to provide medical, surgical and dental services.

Here is a listing of our high players as of 6/15/98. We currently do not
have anyone who has promoted, but we hope to soon.